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   <div id="projectname">Editor GUI Table
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   <div id="projectbrief">A plugin to allow programmers to easily create customizable tables in Unity Editor</div>
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<a href="#nested-classes">Classes</a>  </div>
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<div class="title">GUIExtensions Namespace Reference</div>  </div>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_g_u_i_extensions_1_1_action_entry.html">ActionEntry</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This entry class draws a button which, when clicked, will trigger the action given in the constructor.  <a href="class_g_u_i_extensions_1_1_action_entry.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_g_u_i_extensions_1_1_g_u_i_table.html">GUITable</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Main Class of the Table Plugin. This contains static functions to draw a table, from the most basic to the most customizable.  <a href="class_g_u_i_extensions_1_1_g_u_i_table.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_g_u_i_extensions_1_1_g_u_i_table_state.html">GUITableState</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The current state of the <a class="el" href="class_g_u_i_extensions_1_1_g_u_i_table.html" title="Main Class of the Table Plugin. This contains static functions to draw a table, from the most basic t...">GUITable</a>. This has to be used the same way state parameters are used in Unity GUI functions, like the scroll position in BeginScrollView. It has to be passed from one GUI frame to another by keeping a reference in your calling code.  <a href="class_g_u_i_extensions_1_1_g_u_i_table_state.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_g_u_i_extensions_1_1_label_entry.html">LabelEntry</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This entry class draws a string as a label. This is useful for properties you want to display in the table as read only, as the default PropertyField used in <a class="el" href="class_g_u_i_extensions_1_1_property_entry.html" title="This entry class just uses EditorGUILayout.PropertyField to draw a given property. This is the basic way to use GUITable. It will draw the properties the same way Unity would by default. ">PropertyEntry</a> uses editable fields.  <a href="class_g_u_i_extensions_1_1_label_entry.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_g_u_i_extensions_1_1_property_column.html">PropertyColumn</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Internal Use Only. This class adds a property to a column. This will be used to automatically draw the entries for this column in some versions of <a class="el" href="class_g_u_i_extensions_1_1_g_u_i_table.html#a3fd53841df17f9b2d1be7678a0cdc1a2" title="Draw a table just from the collection&#39;s property. This will create columns for all the visible member...">GUITable.DrawTable</a>  <a href="class_g_u_i_extensions_1_1_property_column.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_g_u_i_extensions_1_1_property_entry.html">PropertyEntry</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This entry class just uses EditorGUILayout.PropertyField to draw a given property. This is the basic way to use <a class="el" href="class_g_u_i_extensions_1_1_g_u_i_table.html" title="Main Class of the Table Plugin. This contains static functions to draw a table, from the most basic t...">GUITable</a>. It will draw the properties the same way Unity would by default.  <a href="class_g_u_i_extensions_1_1_property_entry.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_g_u_i_extensions_1_1_selector_column.html">SelectorColumn</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This class adds a property and a selector to a column. This will be used to automatically draw the entries for this column in some versions of <a class="el" href="class_g_u_i_extensions_1_1_g_u_i_table.html#a3fd53841df17f9b2d1be7678a0cdc1a2" title="Draw a table just from the collection&#39;s property. This will create columns for all the visible member...">GUITable.DrawTable</a>  <a href="class_g_u_i_extensions_1_1_selector_column.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_g_u_i_extensions_1_1_table_column.html">TableColumn</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Base class for all table columns. It only takes a title and a width in the constructor, but other settings are available to customize the column.  <a href="class_g_u_i_extensions_1_1_table_column.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_g_u_i_extensions_1_1_table_entry.html">TableEntry</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Base class for all table entries. DrawEntry needs to be overriden to draw the entry for the cell. Use this to customize the table however needed. CompareTo can be overriden to customize the sorting. comparingValue is used as a fallback for sorting any types of entries, even different types.  <a href="class_g_u_i_extensions_1_1_table_entry.html#details">More...</a><br /></td></tr>
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